/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
Places an actor instance using the factory appropriate for the type of asset
the actor that was created by the factory, or NULL if there aren't any factories for this asset (or the actor couldn't be created for some other reason)
static [AActor](API\Runtime\Engine\GameFramework\AActor) * AddActorForAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetObj, bool SelectActor, EObjectFlags ObjectFlags, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * FactoryToUse, const [FName](API\Runtime\Core\UObject\FName) Name )